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# Woodcutting #|
An easy skill to train. Relaxing, relatively fast and easy.
There are 3 trees that are worth cutting in F2P: Willow, maple and yew.
Willows are next to no profit, but give the fastest xp of all trees.
The best locations to cut willows are:
Draynor village - Often busy, but there is a bank nearby
Port Sarim - Not as busy as draynor. There is a deposit box nearby
Daemonheim - Few people, many trees, but no bank. Not a problem if you're powercutting anyway.
Maples require 30 dungeoneering to cut. They can only be cut at the Daemonheim island. Since they are also the way to train firemaking, it's a good idea to cut and burn them on the spot. If you want to combine woodcutting and firemaking, you should do maples. This is faster than cutting and burning willows.
Powercutting willows and buying maples to firemake is slightly faster than this but not everyone likes that way.
Some people would rather bank their maples to sell them. It will make you some money, but it's not much.
Yews are slow to cut, but they are a reliable and good way to make money in F2P. I don't recommend cutting them before level 75, and even at that level they are slow.
These are the best location for yews (in order):
Melzars Maze - 4 yews, use your clan vexilium to get there
South Falador - 3 yews spread out, use your explorers ring to get there
Varrock Palace - 3 yews, but its the busiest spot around
East of draynor - 4 yews spread out
When you are not cutting yews, by all means use woodcutting urns. They take only a few minutes to fill and give 825 woodcutting xp. That adds a lot to your xp/hour. If you're not near a bank, take more of them with you. If you're powercutting, just fill your inventory with them.
There is a technique to get even faster xp while cutting willows. It can be found in the ‘efficient training’ section.
# Dungeoneering #
Some people don’t consider it a skill, but I do. Dungeoneering is just different from everything that we can currently do in runescape. Although it is all evolved around a single place, it has it’s uses outside Daemonheim and other skills have uses inside Daemonheim. Apart from that I find dungeoneering the most enjoyable skill to train.
Dungeoneering is a complex skill. It is a skill where you need to have a lot of experience with it, to become good at it. It is really well designed and quite difficult to do.
I’ll assume you have knowledge on the basics of dungeoneering. What you should know about prestige is the following:
-Always try to get maxed prestige before resetting. It will cost you roughly 20 minutes in xp for every floor you haven't completed when you reset. This means that it's sometimes faster to reset at 34 prestige if you absolutely can't find a team for that last floor.
-There are 4 different themes: Frozen (1-11), Abandoned I (12-17), Furnished (18-29) and Abandoned II (30-35). If you are doing a floor that is already completed, another floor of that theme is ticked off instead. This way, you can do a floor and get prestige even if some of your team have already completed it.
You can train dungeoneering alone or with a team. If you're playing with a team, you can choose between world 7 and world 61. World 7 is the default dungeoneering world. World 61 is where the best teams are, but it's much harder to get a team here.
First I will give some general dungeoneering advice about combat styles and item binds. Then I will give strategies for each of the ways to train dungeoneering.
Melee is the best combat style to use. It doesn’t have inconveniences with running out of ammo and you can use the strongest armour types. It deals the most damage and is accurate on most monsters. It does have some disadvantages, especially on anti-melee bosses. Melee armour can be made without buying supplies, which is an advantage.
Magic is not as good as melee when soloing, but it’s better than ranged, so this should be your first alternative combat style. Magic is a great supplement for teams with melee. Magic can easily kill some annoying tanks (high-level, high-defence melee monsters).
Mages usually have a low defence, but this can be complemented by using partial melee items. Swap some bryll items for fractite items. This will reduce your magic attack, but you will still be accurate enough. Even with -15 magic attack, I could easily hit most monsters. The biggest advantage of magic is that it can be used at long range. This advantage should not be underestimated. Magic is exceptionally good against the skeletal horde.
Ranged is not recommended, unless your melee and magic levels are a lot lower than your ranged. Ranged is too dependant on armour, which is the most annoying to make, as bovimastyxes are uncommon and don’t always give hide drops. Ranged is redundant with melee, since any monster weak to ranged is also weak to stab. If you want to range, use a shortbow. If a shortbow is too inaccurate, your ranged is not high enough to use ranged dungeoneering.
Binding is what decides how you run your dungeons. As melee is the best of the combat triangle, it is recommended to have a melee weapon bound.
A fractite spear is the best weapon. It is versatile, which is very important and really boosts your average accuracy. A fractite 2-handed sword is second best.
As your second bind and ammo bind, there are several choices. You can use a dromoleather body or a fractite plate for defence against mage or range/melee. Ammo can be a blastbox, fractite arrows, or cosmics for quick teles. All have their own advantages. It's up to you to find out what fits best.
Most monsters have one of more weaknesses (zombies are weak to slash for example). It is up to you to find them though. Bosses can be quite a challenge to kill. There are several strategies to kill bosses and many of them have strong special attacks. The strategy that will rarely work is just standing there and hitting it with melee. Pretty much every boss has a defensive mechanic against that.
If you don't like to be dependent on others, just go solo. It is slower xp than with a team though. When soloing, monsters will be low-leveled, so you will not risk dieing. You'll have to open all doors yourself, so buy a toolkit and craft laws and cosmics at the start. When you encounter a room with multiple doors, use a gatestone there. Remember that you have 2 gatestones. If there are 2 paths, use one for each path. If there are more than 2 paths, gate the junction from which the paths start and try to complete each path separately.
Do floors 1-20 small and 21-35 medium.
--W7 Team Playing--
This is where most dungeoneers can be found. It's rather easy to get a team as there are many players willing to train here. It's better to join an existing team rather than making your own team, as it's just faster. A downside to W7 is that most players are not experienced. If you yourself aren't experienced, then you'll fit in nicely. If you are better at dungeoneering though, you will have to guide your team. Try to protect them and prevent them from dieing. Never go in an argument, that just encourages quitting. If they know you're a good teammate they will not quit.
When playing in W7 I recommend doing all floors small. Why small? Large and medium may give more xp, but they also take way longer. At larger floors, there is much more chance of dieing, the monsters will be higher levels and there is more chance that your teammates will quit. As W7 teams are fragile, it is best to complete the floors fast.
And when you're in a team, try to get them to do more floors than just one.
--W61 Team Playing--|
The best dungeoneering teams can be found in world 61. The teams here are usually composed of 2 fighters and 3 skillers. This has several advantages. The average combat level of the team will be lower, so the monsters won't be as hard. The average will also be low enough to avoid the xp penalty imposed on 90+ combat players in F2P.
The most experienced fighter should be the party leader. Both fighters should have cosmics and laws in their inventories and at least one player should carry a toolbox. Whenever possible, go along different routes through the dungeon. Doors need to be opened as fast as possible and little time should be wasted killing monsters. Whenever you reach a door with a key you don't have, use a gatestone.
It's not necessary to make your own armour here, as it often takes more time than it saves in xp.
Remember that sometimes your skillers may want to do something useful, so clearing out a few rooms where they can collect resources is always nice. If they can make armour for you, that's extra nice.
The biggest challenge in W61 is usually attempting to get a team. Here it is important that you have good connections. Friends that are skillers or that have skiller accounts can join your team. They don't even have to be online during the dungeon, just at the start and ending and in certain rooms.
Anyway, when trying to get a team, don't just sit around screaming F35 3sk2go, but go and train some bank skill and ask skillers that arrive in Daemonheim.
I do not have accurate dungeoneering xp rates. They are hard to get. My estimates would be the following:
Soloing: 15-20k xp/h
W7 Team: 15-30k xp/h
W61 Team: 50-90k xp/h
There are many good item rewards that you can buy at Daemonheim. Some rewards that you may want:
Gem bag - It’s cheap and helpful in many situations. It saves bank space, and saves inventory space when fighting monsters that drop uncuts, which is convenient.
Coal bag - Get it if you’re planning on doing a lot of superheating. It also has some use when mining coal.
Longbow sight - Runescapes sniper rifle! It’s great in duels and pvp. That’s because it easily hits through rune armour, even if you are wearing rune armour yourself. Range tanks will love this. For training it’s not as useful, except on cockroaches.
Nature / Law staff - Nature staff makes high alchemy cheaper, but only by a little. These staves look good, so that may be a reason to get them.
Arcane blast necklace - A must-have for anyone who uses combat magic, whether it is pvp or training. Also looks great.
Magical Blastbox - If you plan on fighting a lot of monsters with fire bolts, you may want to get it. When maging it can randomly deal extra damage. Also a great item for fire-blasters in clanwars.
Scroll of Efficiency - Only useful for avid platebody-smiths.
Amulet of Zealots - Useful in Fist of Guthix and for getting your ranged max hit. No uses outside that.
Tome of Frost - Get the blastbox instead if you want to mage. You may want to get this just for looks though, as it looks great.
Twisted Bird necklace - No reason to get it, except for looks.
Gravite weapons - If you have leftover tokens, buy these. They are good for almost anything in combat. Gravite 2-hander is a pvp monster and is the best KO weapon available. Gravite rapier and shortbow can be used for regular training and safe pvp as they are superior to their non-degrading counterparts in everything. Gravite staff is great for mages in safe pvp. I use most of my tokens for gravite recharges. The gravite rapier has replaced the rune scim for pretty much everything I do.
# Fist of Guthix #
You've probably noticed it a few times in my guide: The minigame Fist of Guthix. It’s rewards are useful for melee, magic, fishing and runecrafting. It is pvp, but completely different from regular pvp. Even bad pkers like me can enjoy it.
If you are good at it, you should be able to get a win rate of 95% or higher, since most people are either botting or playing for magic xp. Higher combat level helps a lot, but you need both strategy and levels to win.
For the fastest possible tokens, just use w20 or w25, unless you have trouble getting in the lobby.
--Levels and Equipment--
The equipment you use is not very important. All you need is the ability to hit hard.
You can choose any side of the combat triangle, but range is better than melee or magic. Magic simply doesn't do enough damage and melee hard to use against runners. If your ranged is low, you can still choose magic or melee weapons, depending on which does the most damage. You don't have to stick to one attack style though. You can use a combination of these, but you will always have the option to use magic. When ranging you should have at least steel arrows to do decent damage.
Armour is not important. Some accuracy is useful, but a low weight is also important if you need to chase a runner. Defence has very little effect, since it is reduced a lot in the centre. Therefore you should never, ever, under any circumstances use rune armour. You should rely on your prayers and toughness.
There are some other useful items:
If you have many dungeoneering tokens leftover, consider the amulet of zealots. It boosts your ranged and melee max hits.
Mages should definitely use the arcane blast necklace and maybe a gravite staff or magical blastbox for extra damage.
When I play FoG I use no items other than an amulet of zealots and a maple shortbow with mithril arrows. You are surprisingly effective with such a simple set up.
--Hunter: Quick Kills--|
If you want to maximize your tokens/hour, it is important to kill your opponent as fast as possible. The first things you need to do is find your opponent and attack him. Most players will directly teleport to the centre and hide in the masses. It is very important that you have attacked them before they are there.
As a hunter, instantly use your tele-orb and wait in the centre for your opponent to teleport in. Be quick when he appears on the minimap. I usually left-click first and then quickly right-click to find his name in case I missed him.
If your target does not appear in 10 seconds, run to the opposite side of where you started. If he is not there either, search along the edges. Most players run clockwise, so you know where to search first.
When you have found your target, just kill him with your chosen style. If he uses prayer, it will take a little longer. It is possible to hybrid and get around his prayer, but be careful. Bad hybriding makes slower kills. If your target is in a death dot, don't hybrid, for it will take too long to find him when you switched attacks.
Hybriding is only recommended if your target is using prayers, is easy to find and if you have 2 strong attack styles. Only then is it actually faster.
--Hunted: Fast Charging--|
The tokens you get are based on your total level and the charges you got. The fastest way to win is to run to the centre, flip on the correct prayer and wait. That’s what pretty much everyone does and it works fine. In the end, the hunter will find you, so instead of hiding, it's better to avoid his attacks. If your target doesn't do much damage, this is not needed.
Avoiding melee is easy. There are 2 rocks near the centre. Run to the other side of the rock and your opponent will get stuck behind it.
Avoiding ranged and quicker meleers is harder. They can be avoided by getting them stuck behind a rock and then running towards the back of a house. Circle the house with your opponent following you (but not hitting you), get back to the centre and repeat this on the other side.
You could also enter a house, wait for your opponent to run back to the centre and then exit it, so he has to run back first. Using the portals is a bad idea, as they are unreliable and hiding isn't always useful.
It is not useful to get too many charges. The more charges you get, the slower the tokens will add up. For fast token rates, you should not get more than 2k charges. The more charges you get, the slower the tokens will add up.
I can get 170 tokens per hour and usually do not go over 1.5k charges.
Keep in mind that I can tell you some things about Fist of Guthix, but really the only way to become good at this game is to learn by doing. You can’t become good at it if you don’t play it.